Raynor

As a personal project, “Raynor” is one of my studies of creating high-end 3D character from concept to production-ready state. With this study, I wanted to adapt new technologies into my workflow. After creating a few concepts, I started 3D modeling the base mesh with Maya. I used zBrush for further detailing and sculpting the clothes. When sculpting pahse is done, I did retopology with 3D-Coat and baked the maps with xNormal and did the texturing with amazing Quixel Suite with PBR workflow. After the texturing phase, I imported the low-resolution mesh back to Maya for rigging and creating animation sets. When the character is done, I imported all the assets into Unreal Engine for realtime visualisation.